void Update() { var newSpeed = difficulties[inventary.NumberOfKeys].jasonSpeed; mover.SetMoveSeed(newSpeed); var newBrokeDoorPercentage = difficulties[inventary.NumberOfKeys].jasonBrokeDoorPercentage; fsm.SetBrokeDoorPercentage(newBrokeDoorPercentage); fsm.SetTimeToGiveUp(difficulties[inventary.NumberOfKeys].jasonTimeToGiveUp); jsonWalkAudio.pitch = animator.speed = difficulties[inventary.NumberOfKeys].jasonWalkSoundSpeed; if (inventary.NumberOfKeys == difficulties.Length - 1 && !shadowsMidtonesHighlights.active) { shadowsMidtonesHighlights.active = true; fsm.MoveAndSetState <FollowingTarget>( fsm.Awareness.HasTargetOnSight() || fsm.CurrentState == nameof(FollowingTarget) ? fsm.transform.position : GameObject.Find("LastApearEvent").transform.position); musicNormal.Pause(); hardMusic.Play(); } }